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Commits on ae647d39d0f62c94de93ec1bb85d01cfd0fb0292 to interface/src/renderer/DeferredLightingEffect.cpp32
  1. Revert "get rid of redundant _displayViewFrustum and use _viewFrustum"ZappoMan committed 11 years agoe68e3fe
  2. get rid of redundant _displayViewFrustum and use _viewFrustumZappoMan committed 11 years ago9753c82
  3. Revert "get rid of redundant _displayViewFrustum and use _viewFrustum"ZappoMan committed 11 years agofeab942
  4. get rid of redundant _displayViewFrustum and use _viewFrustumZappoMan committed 11 years ago6d385d9
  5. No more .fAtlante45 committed 11 years agoae3bcc8
  6. Merge pull request #3740 from samcake/temp0AndrewMeadows committed 12 years agoefd9626
  7. Use near radius as threshold, since we need to switch to full screen rendering whenever any point of the near window intersects the light volume.Andrzej Kapolka committed 12 years ago788f1b9
  8. Merge branch 'master' of https://github.com/highfidelity/hifi into temp0Sam Gateau committed 12 years agob0189ef
  9. Perspective correction fix (lets us use lower tesselation on light volumes).Andrzej Kapolka committed 12 years agofd00461
  10. Merge branch 'master' of https://github.com/highfidelity/hifi into temp0Sam Gateau committed 12 years ago2b27af5
  11. Depth value tweak.Andrzej Kapolka committed 12 years agoa0e0c47
  12. fix glLight attenuation bad values by filtering before glcallSam Gateau committed 12 years ago562ecc8
  13. Increase tesselation to minimize artifacts.Andrzej Kapolka committed 12 years ago892987d
  14. Use a fullscreen quad when we're actually inside the light influence.Andrzej Kapolka committed 12 years agofeabd1d
  15. Switch to using cones/spheres (as opposed to screen-aligned quads) with depth testing for light geometry.Andrzej Kapolka committed 12 years ago1763d8f
  16. Cone render function, some cleanup of GeometryCache methods.Andrzej Kapolka committed 12 years ago3b56f61
  17. fix formatting and syntax issuesSam Gateau committed 12 years ago4f26c9e
  18. Replacing glutSolidSphere by a cached GeometrySam Gateau committed 12 years ago738369e
  19. Limit what we render for deferred point/spot lights based on the light's radius.Andrzej Kapolka committed 12 years ago446c219
  20. Working on the actual deferred lights.Andrzej Kapolka committed 12 years agob9ae005
  21. Glow fix for simple shader.Andrzej Kapolka committed 12 years ago7580a1d
  22. Leave the glow level alone when writing the deferred-lit bits.Andrzej Kapolka committed 12 years agoda05d37
  23. Working on getting particles/entities to work with deferred lighting; normalize normals from buffer.Andrzej Kapolka committed 12 years ago0f3a020
  24. Fix for specular issue on Nvidia, try passing along material colors.Andrzej Kapolka committed 12 years ago70c8c14
  25. Starting to work on handling translucent meshes with deferred lighting.Andrzej Kapolka committed 12 years ago919112f
  26. Fix deferred lighting for rear view mirror.Andrzej Kapolka committed 12 years agoe36ff0d
  27. Color fix.Andrzej Kapolka committed 12 years agof877213
  28. Working on support for specular components in deferred lights.Andrzej Kapolka committed 12 years ago7074d96
  29. Working on specular bits for deferred lighting.Andrzej Kapolka committed 12 years ago618f641
  30. Fix for deferred lighting on voxels.Andrzej Kapolka committed 12 years agof954e4d
  31. Use deferred lighting for voxels as well as metavoxels.Andrzej Kapolka committed 12 years agoe6f3754
  32. Move deferred lighting into its own class.Andrzej Kapolka committed 12 years agoc2b58c9